skip to main content
10.1145/3638067.3638112acmotherconferencesArticle/Chapter ViewAbstractPublication PagesihcConference Proceedingsconference-collections
research-article
Honorable Mention

Design of Therapeutic Digital Games that Support Dialogue with Children about Death

Published:24 January 2024Publication History

ABSTRACT

Grief and loss are topics that people generally avoid discussing, especially with children. The pandemic caused by COVID-19 caused thousands of children to lose relatives or friends, and this topic gained notoriety and relevance. Parents and caregivers needed to discuss death and grief with children to they understand what was happening worldwide. However, this is still a subject full of taboos. The literature highlights the importance of talking to children about their emotions during a loss and how to deal with them so that there are no traumas in adult life. This master’s project presents the design of two serious games designed to help health professionals during (1) grief therapies with children and (2) discussions about finitude with this same public. The games were created using the SemTh methodological approach, which supports therapeutic digital game design and evaluation activities. The construction of the games was supported by a multidisciplinary team, including Health Professionals (psychologists and occupational therapists) and Computing professionals. The designed games were materialized on the RUFUS platform (from the research group of these authors), which allows the authoring of digital games from predefined templates (game mechanics). With the activities of this master’s project, two new templates were inserted in the platform: narrative and inverse narrative, which allows the construction of games through stories. Empirical and analytical studies were conducted to evaluate the usability of games and templates on the RUFUS platform.

References

  1. Margaret M Bradley and Peter J Lang. 1994. Measuring emotion: the self-assessment manikin and the semantic differential. Journal of behavior therapy and experimental psychiatry 25, 1 (1994), 49–59.Google ScholarGoogle ScholarCross RefCross Ref
  2. John Brooke. 2013. SUS: a retrospective. Journal of usability studies 8, 2 (2013), 29–40.Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Carmen Wang Er Chai, Bee Theng Lau, Mark Kit Tsun Tee, and Abdullah Al Mahmud. 2022. Evaluating a serious game to improve childhood cancer patients’ treatment adherence. Digital Health 8 (2022), 20552076221134457.Google ScholarGoogle ScholarCross RefCross Ref
  4. Kamila Rios da Hora Rodrigues, Ticianne de Gois Ribeiro Darin, and Vania Paula de Almeida Neris. 2022. Building your own games: A platform for authoring digital games. In 2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 1–6.Google ScholarGoogle ScholarCross RefCross Ref
  5. Kamila Rios da Hora Rodrigues, Aline Elias Cardoso Verhalen, Jonattan Willian da Silva, Tiago Marino Silva, Rodrigo Geurgas Zavarizz, Vânia Paula de Almeida Neris, and Paula Maia de Souza. 2023. Design and Evaluation of an Authoring Platform for Therapeutic Digital Games. Interacting with Computers (2023), iwac045.Google ScholarGoogle Scholar
  6. Paula Maia de Souza, Kamila Rios da Hora Rodrigues, and Vania Paula de Almeida Neris. 2019. Semth: An approach to the design of therapeutic digital games. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems. 1–11.Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Jody J Fiorini and Jodi A Mullen. 2006. Understanding grief and loss in children. Vistas Online (2006), 31–33.Google ScholarGoogle Scholar
  8. Glenda Gilliland Stephen Fleming. 1998. A comparison of spousal anticipatory grief and conventional grief. Death Studies 22, 6 (1998), 541–569.Google ScholarGoogle ScholarCross RefCross Ref
  9. Franco Eusebio Garcia, Roberta Brandão, Gabriel Cheban, and Vania Almeida Neris. 2019. Co-Criação Inclusiva de Jogos Digitais Baseados em Storytelling Apoiada por um Framework em um Centro de Atenção Psicossocial Álcool e Drogas. In Anais Estendidos do XVIII Simpósio Brasileiro sobre Fatores Humanos em Sistemas Computacionais. SBC, 180–181.Google ScholarGoogle Scholar
  10. Franco Eusebio Garcia, Kamila Rios da Hora Rodrigues, and Vânia Paula de Almeida Neris. 2016. An interaction modeling language for therapeutic applications. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems. 1–10.Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Nathalia Rodrigues Garcia-Schinzari, Luzia Iara Pfeifer, Amanda Mota Pacciulio Sposito, Jair Lício Ferreira Santos, Lucila Castanheira Nascimento, and Maria Paula Panúncio-Pinto. 2014. Caixas de histórias como estratégia auxiliar do enfrentamento da hospitalização de crianças e adolescentes com câncer/The use of story boxes as an adjuvant strategy to cope with hospitalization of children and adolescents with cancer. Cadernos Brasileiros de Terapia Ocupacional 22, 3 (2014).Google ScholarGoogle Scholar
  12. Clarissa L Gonzalez and Hope Bell. 2016. Child-centered play therapy for Hispanic children with traumatic grief: Cultural implications for treatment outcomes.International Journal of Play Therapy 25, 3 (2016), 146.Google ScholarGoogle Scholar
  13. Louise Guerney. 2001. Child-centered play therapy.International Journal of Play Therapy 10, 2 (2001), 13.Google ScholarGoogle Scholar
  14. Stefan Hoffmann, Robert Schraut, Thomas Kröll, Wiebke Scholz, Tatiana Belova, Johann Erhardt, Daniel Gollmer, Christian Mauck, Giorgos Zacharioudakis, Marcel Meyerheim, 2021. AquaScouts: ePROs implemented as a serious game for children with cancer to support palliative care. Frontiers in Digital Health 3 (2021).Google ScholarGoogle Scholar
  15. Elisabeth Kübler-Ross. 1973. On death and dying. Routledge.Google ScholarGoogle Scholar
  16. Henry Lieberman and Paterno. 2006. End-User Development: An Emerging Paradigm. End User Development (2006).Google ScholarGoogle ScholarCross RefCross Ref
  17. Cristiano. Maciel, Patricia. C. de Souza, L. Lima, and A. M. dos Anjos. 2014. Objetos educacionais, parceria FNDE-UFMT.Google ScholarGoogle Scholar
  18. Mariana Muri, Rachel Carvalho, Tiago Silva, Kamila Rodrigues, and Ticianne Darin. 2022. Boas Práticas para o Design de Jogos Sérios em Ferramentas de Autoria EUD. In Anais Estendidos do XXI Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. SBC, 92–95.Google ScholarGoogle Scholar
  19. Diogo Nishikawa, L Novak, M Azevedo, PC Branco, R Olivi, R Brandao, FE Garcia, and VPA Neris. 2016. Se cuidar, cuidar de algo, se divertir e aprender fazem bem. Demonstração de um jogo para apoiar o tratamento da depressão (2016).Google ScholarGoogle Scholar
  20. Kamila Rios da Hora Rodrigues, Vania Paula de Almeida Neris, Rodrigo Geurgas Zavarizz, Jonattan Willian da Silva, Tiago Marino Silva, Aline Elias Cardoso Verhalen, and Paula Maia de Souza. 2022. Criando jogos digitais terapêuticos a partir da plataforma de autoria RUFUS. Anais Estendidos (2022).Google ScholarGoogle Scholar
  21. Kamila Rios da Hora Rodrigues, Paula Souza, Rodrigo Zavarizz, Jonattan da Silva, Tiago Silva, Aline Verhalen, and Vania Neris. 2021. Rufus - Uma Plataforma para Autoria de Jogos Digitais Terapêuticos. In CLIHC-X Latin American Conference on Human Computer Interaction.Google ScholarGoogle Scholar
  22. Danilo Barros dos Santos, Cristiano Maciel, Vinicius Carvalho Pereira, and Eunice Pereira dos Santos Nunes. 2018. Analysis of the perception of users of empathic games in discussion forums and their relation to death. In Proceedings of the 17th Brazilian Symposium on Human Factors in Computing Systems. 1–10.Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Renato Caio Silva Santos, Yuri Molina Yamamoto, and Lucas Matheus Grizotto Custódio. 2017. Aspectos teóricos sobre o processo de luto e a vivência do luto antecipatório. Psicologia (2017), 1–18.Google ScholarGoogle Scholar
  24. Suzane Santos dos Santos, Erick Modesto Campos, and Kamila Rios da Hora Rodrigues. 2022. Emoframe: Prototype of a framework to assess users’ emotional responses. In HCI International 2022 - Late Breaking Papers. Design, User Experience and Interaction: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings. Springer-Verlag, Berlin, Heidelberg, 282–301. https://doi.org/10.1007/978-3-031-17615-9_20Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Richard VanEck. 2006. Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE review 41, 2 (2006), 16.Google ScholarGoogle Scholar
  26. Aline Elias Cardoso Verhalen, Vinicius Carvalho Pereira, Silvia Amelia Bim, Ricardo M. de Mello de Picoli, Cristiano Maciel, and Kamila Rios da Hora Rodrigues. 2021. Jungle party - a game about loss and grief. In IHC ’21: Brazilian Symposium on Human Factors in Computing Systems.Google ScholarGoogle Scholar
  27. Aline Elias Cardoso Verhalen, Rodrigo Geurgas Zavarizz, Jonattan Willian da Silva, Tiago Marino Silva, Caio Eduardo Pereira Nunes, Ticianne de Gois Ribeiro Darin, and Kamila Rios da Hora Rodrigues. 2022. Telling your own story: design and evaluation of a storytelling mechanic in a platform for serious games authoring. In Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems. 1–7.Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Florence Kwai Ching Wong. 2013. Helping a child cope with loss by using grief therapy. (2013).Google ScholarGoogle Scholar

Index Terms

  1. Design of Therapeutic Digital Games that Support Dialogue with Children about Death

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Other conferences
      IHC '23: Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems
      October 2023
      791 pages
      ISBN:9798400717154
      DOI:10.1145/3638067

      Copyright © 2023 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 24 January 2024

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article
      • Research
      • Refereed limited

      Acceptance Rates

      Overall Acceptance Rate331of973submissions,34%
    • Article Metrics

      • Downloads (Last 12 months)40
      • Downloads (Last 6 weeks)28

      Other Metrics

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format .

    View HTML Format